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Shatterheart is set out around a number of well defined design goals, which we set out in a manifesto. •Fun & Fast to Play •Open: Both tabletop and digital •A full system for long term play •Be the system of choice, disrupting the market leader •Good classes are what people want more than anything - Better and more distinct Classes each with unique abilities •The crowd-pleasing fantasy TTRPG favourites you expect •Fixing d20 with no dead turns and long waits •Nothing broken •Not afraid to innovate if it fixes what is broken •Post-Gygaxian where it needs to be, Hyper-Gygaxian otherwise •Equal priority to gaming, simulation and narrative •Rules that are Cool not the Rule of Cool •Equally playable at all levels •Cinematic, without Jumping the Shark •Realistic, within the changed reality of a fantasy world •Mechanics always follow from Lore •Unapologetically sexy •Crunch only where it adds Fun •Both Strategic and Tactical •Consistent •Balanced •Irreverent •Story over Grind •Rewarding Imaginative Role Play •Rewarding Skill •Rewarding Teamwork •Taking Pressure off GMs •Memorable climatic encounters every time •Using the best practice gameplay conventions •Enabling new kinds of Play •Streamable.

The Shatterheart Manifesto 

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